This week, the Bustin’ Bads investigate a series of mysterious incidents at the high school where Conrad used to teach. Unfortunately, his employment there did not end on the best of terms, so he is banned from school grounds. Complicating matters further, it seems the disturbance may have been caused by certain items that were supposed to become pieces in a wealthy antique dealer’s private collection of supernatural bric-a-brac, and she’s willing to pay top dollar to get them back intact. Can the Bustin’ Bads catch the creepy-crawlies that have been haunting the high school?Moreover, will they turn the nasties over to a rich lady for a huge payday? Listen to find out!

The travelers find themselves in the (slightly damp) town of Mistdown. And while the people are happy, the government is not. The leader of the town is ill and not long for this world, but he refuses to name a successor. He insists that his son, who everyone knows is dead, is still alive.

Can the Storytellers heal the grieving old man’s heart? Or is there some truth to his claim? Listen to find out!

This week, we have a special treat: Ryan runs us through his Fate adaptation of the classic game Ghostbusters International.

Based in an RV in Albuquerque, New Mexico, the Bustin’ Bads franchise is some of the newest Ghostbusters around. Still trying to make a name for themselves, they’re hungry for any cases they can get.

And that hunger will serve them well, as this week, they are trying to take care of a poultry-geist at a local fried chicken restaurant. Can Bustin’ Bads take care of the situation, or is it going to turn into a cluster-cluck? Listen to find out!

This week, Alex runs Erik and Ryan through a game of So The Story Goes, one of the Worlds of Adventure for FATE Core.

Cinder and Gray Owl are Storytellers — traveling artists who use their storytelling prowess to dazzle audiences and preserve the history of the North Lands. On their travels, Cinder (an actor) and Gray Owl (a puppeteer) come to the town of Eight Virtues, where an elderly couple pleads for their help to find their son, whom they haven’t seen for 20 years.

Can the two Storytellers find the missing man? And what is happening in the walled sanctuary in the center of town? Listen to find out!

GM’s Note: So The Story Goes is an interesting system, where most of the action is based around social combat rather than physical. Players are encouraged to solve problems with their minds rather than their fists. If you have a group that’s interested in being story hobos instead of murder hobos, try it out. And best of all, it’s pay what you want!